/* Copyright (c) 2023, Mobica Limited * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #version 450 layout(binding = 0) uniform UBO { mat4 projection; mat4 view; } ubo; layout(push_constant) uniform Push_Constants { mat4 model; vec4 color; } push_constants; layout(triangles, equal_spacing, cw) in; layout(location = 0) in vec3 inPos[]; layout(location = 1) in vec3 inNormal[]; vec2 interpolate3D(vec2 v0, vec2 v1, vec2 v2) { return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2; } vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2) { return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2; } vec4 interpolate3D(vec4 v0, vec4 v1, vec4 v2) { return vec4(gl_TessCoord.x) * v0 + vec4(gl_TessCoord.y) * v1 + vec4(gl_TessCoord.z) * v2; } void main() { vec4 pos = interpolate3D(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_in[2].gl_Position); gl_Position = ubo.projection * ubo.view * push_constants.model * pos; }